Crown of Exile - Mona

To celebrate all the love and support since the launch of our Steam page, I wanted to share a bit of the world you’ll be stepping into when Crown of Exile releases. Here's a peek at the three major regions shaping the world—and the fate of your character.

🟡 Cyre – “Conquered by None”

Once a sprawling, united kingdom, Cyre now teeters between tradition and tyranny. Once a place of diverse beliefs, it now enforces worship of a single god—Solus—under royal decree. With eight major cities and a Mediterranean climate, Cyre is a land of golden feasts, sun temples, and simmering rebellion.

  • Population: 50–80 million

  • Religion: Monotheistic worship of Solus; ancient gods worshipped in secret

  • Cuisine: Coastal seafood, spiced dishes, and seasonal feasts

  • Symbol: A ringed sun, representing Solus’s reach

🟢 Vinia – “Strength in Unity”

Bordering Cyre to the south, Vinia is a neutral, multicultural kingdom. It's become a haven for those fleeing Cyre’s religious crackdowns. Its 15 major cities range from tundra outposts to bustling trade ports, and it welcomes all faiths—from the Ancient Ones to the Twelve.

  • Population: 80–100 million

  • Religion: Open practice of any belief system

  • Cuisine: Spiced, dairy-rich, and diverse thanks to major trade routes

  • Symbol: Three spirals joined in a cosmic circle, symbolising universal connection

🔴 Ishari – “Risen to the Stars”

Once a city under Cyre’s domain, Ishari won its freedom in a civil war known as the Battle of the Bridge. Built between three rivers and fiercely spiritual, Ishari remains the last sanctuary of the Ancient Ones, with a culture shaped by sacrifice, star-worship, and survival.

  • Population: ~80,000 before independence; ~10,000 after

  • Religion: Polytheistic worship of the Ancient Ones

  • Cuisine: Rich in grains, spiced vegetables and meats

  • Symbol: A serpent beneath the stars—life descending from the cosmos

✨This is just the beginning of the worldbuilding you’ll experience. Every kingdom has secrets, and every region has its cost. Who will you trust—and where will your loyalties lie?

➡️ Follow along for more lore reveals and dev updates!
💬 Feel free to ask questions or share your favourite kingdom in the comments!

Silk Roads II: Paths of Fortune - Priory_Dev

I'm finally ready to announce the launch date of Silk Roads II: Paths of Fortune of August 1st, 2025.

It's been a wild few weeks since Steam Next Fest with a lot of feedback on mechanics, bugs and QoL features.

In just the past few weeks I've added or changed:

  • Over 150 new events, for a total of over 200 events in all, enough to never have an event repeat for over 4 trips from Venice to Cathay.

  • Total rebalance, including a half year grace period with a bonus to health and morale for the player character and a boost to certain less useful skills, a change to camp jobs and more.

  • Reworked quest system, with quests that now scale with player level.

  • The addition of an acceleration button. Though I am fond of quite slow and methodical games, I understand not all gamers feel the same and therefore there is now a button to increase game speed by x2.

  • Changes to the way events effect towns and being able to view them prior to travelling rather than having to consult the rumour syste each time.

  • Also changes to the rumour system with multiple rumours per town but with a smaller radius.

  • Changes to the way weight would effect your caravan's ability to travel.

  • Reworked Grocery UI. To be honest, this one wasn't a community request, I just really felt it needed it.

  • Generally improved game stability and performance.

All of these changes would have been impossible without so much great feedback from the playerbase, which is why I am now requesting that people give the demo another whirl to see how all of these changes have affected gameplay and what other things players may want to see.

I also hope you all choose to continue your saves in the next couple of weeks with the full release of Silk Roads II: Paths of Fortune.

Happy trading!

Journey to the Dao - 谷大师wy
新人特别提示:鉴于目前许多新人选择凡人模式,特此说明,本作与其他游戏的难度设定不同,难度指数的变化会直接提高/降低物品掉落率、灵石掉落率,新人不要盲目选择凡人模式,或是尝试增高难度指数的玩法!!!

25年7月18日
steam版本1.0.74正式版版本补丁说明:
1、云水间(结丹期主城)新增了御兽师协会,现在可以有御兽之心进入其中,并开放了相应的御兽试炼,御兽可以通过完成试炼其不断精进御兽血脉的纯度(最高达到50%),从而增强灵兽战力,更好的帮助主角战胜强敌
2、红尘城新增NPC随机对话,旨在给新手更明确的游戏内提示,用以说明特效伤害类的天赋如何前期孱弱,同时介绍特性强化词条的功能
3、修复了部分BUG,包括主角突破结丹期中期错误、奇偶恢复不生效等问题
Advent NEON® - CryoGX

I can't believe my first commercial game's now on the market. Thank you all so much for supporting and believing in me for this over such a long time!

I know that I should be taking time to let the gravity of this sink in (I haven't been allowed to stop thinking about this game for the better half of a decade), but I first want to detail a "roadmap" so that people's expectations are tapered in regards to post-launch support.

  • There are currently only plans for one content update. It will not come immediately, nor will I give an estimated time window for it until I actually get work done on it. (I loved working on this game, but I seriously need a real, actual break.) Remember: there is no dev team. There is no artist, musician, programmer, marketer or legal person that can be contacted for this game other than myself. This update will, at minimum, fulfill some Kickstarter backer goals that were not added during development. This fact was communicated to them well ahead of time. (Be sure to thank them for their early support, by the way! They were integral to this whole thing even existing. )

  • This is a full game. However, there are quite a few things that hit the cutting room floor during development, a lot of which was left in the files. Dataminers are free to have fun looking through that stuff (at the risk of spoilers)! You purchased the game after all; I'm not Denuvo. All of that stuff was moved on from for a reason, but some stuff may be able to be repurposed for the above update. No promises.

  • Soundtrack will be releasing on here and Spotify in the coming weeks, just like the demo soundtrack did. Sorry about the wait there! Feel free to upload rips of the soundtrack to YouTube in the meantime, if you enjoy what you're hearing. If anyone strikes you, it won't be me, unless you try to monetize my hard work for yourself.

  • Bug fix patches will happen over time if people find important issues that I or my playtesters couldn't.

That's all I've got for today. I hope you all enjoy the game, and thank you so much again for your support, or for even reading this!

XENO SIEGE - Pain
Minor optimization
Project Scrapper - Whale Snail

The first half of the the new content update is live now! This includes basically everything except for the new maps and new game mode. Rest assured that the second half of content (the two new maps and new game mode) is on its way! I simply had these items in a solid state, and wanted to give you all a little something to tide you over (also there's quite a few bug fixes that should dramatically improve your gaming experience). Now let's go over the details

Combined Game Modes

The game mode select screen now includes a new option, Combine Modes, which can be toggled on and off. While on, any modes the host selects from then on will be added to the combined mode. When playing with a combined game mode, players compete for each included mode; if you win ANY of the modes, you win the round. So if you're playing with all three modes and you collect 50 collection points, collect 50 hat points OR are the last person standing on the map, you win the round. Additionally, if you include Scrapmatch with any other mode, the component blocks are unlocked and can be removed with rivets just as you would if playing Scrapmatch by itself.

Online Character Customization

Character customization has been added to online lobbies. When finished with customizing lobby settings, hosts can move to a character customization screen in a similar process to the offline lobbies. Each connected player will be able to select an outfit. Also added player readying functionality for online lobbies in this screen. When a player is ready to start, he or she can toggle their ready status, and when all players are ready, the game will start.

Lobby Customization

Added a new option to lobby screen that opens new screen that allows the host to configure additional settings.

  • Randomization Lists - A list of toggleable options for both maps. When playing with random maps, only enabled options from this list are selected. If you want a randomized selection, but don't like some maps, you can disable them here, and they won't be included when randomly selecting maps. Also available for game modes. Hosts can also add combined game modes to mode randomization list.

  • Physics Customization - Allows host to customize physics settings. Hosts can currently modify player movement speed, jump strength, player gravity strength, and world gravity strength from 50% to 500%. Any modifications here will apply to all players in lobby.

  • Hide Nametags - Toggle player nametags off. Just in case you find them intrusive (or if they hinder your efforts to play sneakily, especially when playing in the upcoming Ball Pits map)

Additional Character Customization Options
  • Astronaut helmet

  • Banana hat

  • Clown

  • Crown

  • Gnome

  • Kitty ears

  • Monocle

  • Viking hat

Bug Fixes and Other Changes
  • Fixed rendering issue with certain character customization options during collection

  • Fixed bug causing an empty lobby screen when client joins while host is in map select screen or mode select screen

  • Lobby list screen's join button and exit button now interact with directional keys as appropriate for their positional layout

  • No longer displaying Join Lobby button if no lobby is currently selected

  • Lobby list screen's settings display now resets when re-opening lobby list screen instead of displaying stale information

  • Changed players' lobby list items to be white on black instead of black on white

  • Increased size of # of Wins dropdown

  • Mode and map selects now use checkmarks to indicate currently selected map instead of the ambiguous highlighting

  • Replaced text on Steam button with Steam logo

  • Colors for Credits button and Bug report button now invert when selecting

  • Updated background for rivet count indicator

  • Added smoother transition to and from ending scene and main menu

  • Score screen now removes a player's display when that player disconnects

  • Monitors in Pipeworks now display pipes' direction of travel as intended

Hope everybody enjoys!

Fakeway - mingjilongyuan

Alpha Net 7.6.7

1 Fix bugs on both sides of the fog of war

2 Register all pottery

3 Add first sculpture item

4 Load first sculpture

5 Add sculpture translation

6 Add sculpture sound effects

7 Add sculpture placement grid

8 Adjust sculpture placement tool

9 Add sculpture placement process

10 Add heart sculpture

11 Add star sculpture

12 Add sundial sculpture

13 Add cross sculpture

14 Add turtle sculpture

15 Add elephant sculpture

16 Add horse stepping on flying swallow sculpture

17 Add tree sculpture

18 Add angel sculpture

19 Add Buddha sculpture

Alpha Net 7.6.6

1 Adjust beehive and spider nest to no longer generate crystals

2 Generate ordinary pottery

3 Load pottery

4 Add pottery mining

5 Add special effects for mining pottery

6 Add two more ordinary pottery

7 Adjust pottery item drop

8 Add three jungle pottery jars

9 Add three spider pottery jars

10 Add three bee pottery jars

11 Add three dungeon pottery jars

12 Fix the bug that the dungeon is not loaded

Alpha Net 7.6.5

1 Adjust the layer of the mid-ground building

2 Adjust the layer of the boss

3 Adjust the speed of the spider boss's movement and collision

4 Add spider's poison gas damage

5 Add spider's eye special effects

6 Fix the bug that NPC is attacked by enemies

Alpha Net 7.6.3

1 Complete the spider's poison gas particle special effects

2 Complete the spider's poison bubble particle special effects

3 Complete the spider web bomb special effects

4 Fix the bug that the bound state image cannot be displayed

5 Modify the spider's collision state

6 Fix the spider's ring venom attack state

7 Modify the spider's collision to multiple

BRUTALISTICK VR - Erikster
This was supposed to be a small update with only a spectator camera but I didn't like the way the player looked, so smooth and shiny... So I wound up making a whole cosmetic overhaul, including new hats for both enemies and the player, different glasses for both and a few new outfits, that now have to be purchased. This adds a ton of variety and personality to the enemies so your odds of seeing the "same" NPC are much lower now.
Anyway, now that the framework is in place, making new cosmetics should be a breeze and further additions are to be expected.


Changelog:

    [Features]
  • New cosmetics for both the player and the NPCs. Also includes a dressing room with a mirror in the Main Hub so you can actually see what you look like.
  • Spectator camera. This can either be controlled with the keyboard by a person at the PC or it can be set to follow the player.


    [Changes]
  • Slightly increased the force needed to break a neck when it isn't held
  • Slides and bolts should move/animate more reliably when fired
  • Slightly adjusted player body movement to look better on the spectator screen and in front of the mirror


    [Fixes]
  • Scopes should no longer break (again)

9:18am
SkullX: Aibohphobia - ahmedayman25

Updates:

  • Bug fix: Fixed a rare issue where \a combatant with Spiral continued to receive debuffs in the next cycle\.

  • Bug fix: Fixed a rare issue where the game could get stuck when trying to skip extremely fast in certain branches.

  • Visual tweak: Adjusted the display of Trust and Self-Control bars in the Squad Manager.

  • System change: Reworked the dialog log system to support future translations.

Factory Magnate - feydk

You know how I said I hoped I didn't introduce any new bugs in yesterday's update? Well.. I did 🤦‍♂️

Apparently I made it impossible to build single blocks.

That has now been fixed. Once your Steam client updates the demo, everything should - hopefully - be in order again.

I am very sorry for the inconvenience.

...

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